Fault

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Faults are physical or mental limitations. Taking faults gets you more points to spend, but more than that a fault adds unique personality and options for gaining focus. Each career concept has a required fault. You may have from zero to three faults, but never more than three. A fault is worth 5 extra points. You may choose to have a 'trace' fault, which gives you only 1 extra point to spend. A trace fault still counts as one of your three faults, and does count as having the fault for careers, but otherwise has no mechanical effects (including gaining focus).

Level Points
Trace -1
Full -5

Fault Effects

Each fault has a constant effect which always applies to you. Next it lists a circumstance that allows you to gain focus. You may only gain focus from your faults once each session, so if the circumstance arises multiple times, or different circumstances from different faults occur you are still limited to just the 1 focus. If you already have all your focus you may choose to recover a hit or sway instead. A fault will also list a circumstance where it may be invoked for an extra effect. You, the referee, or any other player may invoke the fault if the circumstance comes up. Just like focus, you may only have one fault invoked against you each session. Finally a fault will specify one ability that you may not purchase.

Eliminating Faults

Each time you take a respite you may spend 5 points to eliminate a fault or 4 points reduce it to trace level. You may also add a new fault, so long as you never have more than three.

  • Optional Rule: In place of gaining focus from a fault, you put a check next to the fault. You may only eliminate the fault once you have 5 checks next to it.

Fault List

List of Faults


Version 2.5.0
©2014 Frameworks Games

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